










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Berserker |
Level / Exp | 19 / 26% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 18th Voratun 122nd year of Ascendancy at 07:49 0 / 6Killed by Vorenne the deformed wolf at level 15 on the 33rd Profit 122nd year of Ascendancy at 09:07 Killed by shadowblade at level 19 on the 15th Wealth 122nd year of Ascendancy at 18:02 Killed by Assassin Lord at level 19 on the 15th Wealth 122nd year of Ascendancy at 19:55 Killed by Assassin Lord at level 19 on the 15th Wealth 122nd year of Ascendancy at 21:50 Killed by Assassin Lord at level 19 on the 15th Wealth 122nd year of Ascendancy at 23:05 |
Primary Stats
Strength | 61 (base 47) |
Dexterity | 12 (base 11) |
Constitution | 42 (base 34) |
Magic | 12 (base 10) |
Willpower | 14 (base 10) |
Cunning | 22 (base 14) |
Resources
Life | -175/821 |
Stamina | 44/206 |
Healing Factor | 1.233988003127 |
Regeneration | 5.2444490132896 |
Speed
Mental | +6.6613381477509E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 37.531537443297 |
See Invisible | 37.531537443297 |
Offense: Mainhand
Damage | 110 |
Accuracy | 40 |
Crit Chance | 13% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 34.317011280365 (72.903125182002%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 7 |
Physical Save | 31 |
Spell Save | 9 |
Mental Save | 32 |
Defense: Resistances
Lightning | + 22%( 70%) |
Acid | + 10%( 70%) |
Light | + 13%( 70%) |
Nature | + 10%( 70%) |
Cold | + 16%( 70%) |
Physical | + 9%( 70%) |
Fire | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Teleport Resistance | 10% |
Confusion Resistance | 42% |
Pinning Resistance | 10% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 370 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed skeleton mage skull. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% mind +5% lightning ----- def ----- Armour +5 Fatigue +2% Resists +3% fire HP.reg +4.00 Disarm- +20% Confus- +10% Stun/Frz- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% lightning +10% fire ----- def ----- Resists +3% lightning +6% light Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +3% acid Die.at -40.00 life ---------- misc Stam/turn +3.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +10% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 8 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 11% chance to reduce all saves and defense by 15 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +2% physical +3% nature Max.HP +92.00 Teleport- +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 135.49 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +2 (+2 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% light ---------- misc Light +1 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +10.00% Phasing +10% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Mag +4 Cun dps ---------- Spell.pwr +6 (+6 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +10 (+10 eff.) ---------- misc See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +4 Resists +9% acid +3% fire Max.HP +22.00 Disarm- +23% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +25 (+13 eff.) ----- def ----- Resists +6% blight +9% cold +5% nature Poison- +11% Disease- +11% ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 mind On Hit: * 17% chance to reduce all saves and defense by 15 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +1 Dex +3 Wil +3 Cun ----- def ----- Armour +6 Crit.dmg- 10.00% Die.at -20.00 life Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 cold On Crit.r2 +8 fire While equipped: Stats +5 Dex +1 Wil +2 Cun ----- def ----- Resists +9% fire ---------- misc See.Invis +3 Massive two-handed mauls. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +4 acid On Hit.r1 +8 lightning +16 fire While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +15% acid ----- def ----- Max.HP +33.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag +7 Wil +6 Con dps ---------- Phys.crit +6.0% ----- def ----- Max.HP +13.00 ---------- misc See.Invis +9 Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% acid +7% physical +5% fire +18% nature +6% cold Res.pen +3% acid +4% fire +3% cold +3% physical Melee Ret 2 arcane ----- def ----- Spell.save +3 (+3 eff.) Heal.mod +15% Heal/summ +30 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +12% nature Res.pen +5% darkness +10% nature On Hit (Melee): * 10% chance to slow global speed by 40% * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +3% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil +1 Cun +1 Con dps ---------- Phys.pwr +2 (+1 eff.) Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Spell.save +6 (+6 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Apr +1 ----- def ----- Defense +5 (+5 eff.) Resists +6% fire +6% cold Die.at -40.00 life ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- S.pwr/crit +2 Dmg.mod +3% physical Res.pen +15% blight Apr +2 ----- def ----- Spell.save +6 (+6 eff.) Max.HP +31.00 ---------- misc Mana/turn +0.08 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% fire On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Defense +1 (+1 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Melee Ret 6 darkness 8 fire ----- def ----- Defense +11 (+10 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Armour +1 Crit.dmg- 15.00% Stealth +6 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +3 Resists +6% light +3% temporal ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Res.pen +5% darkness ----- def ----- Armour +5 Fatigue +2% Resists +12% acid +6% darkness Die.at -20.00 life Knockbk- +10% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +3 Resists +6% darkness +3% cold ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +3% lightning Res.pen +10% arcane Melee Ret 8 light ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning ---------- misc Light +2 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +12% nature +6% darkness Res.pen +10% darkness +15% light On Hit (Melee): * 10% chance to slow global speed by 40% * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% cold ----- def ----- Armour +7 ---------- misc Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Melee+ 6 acid Dmg.mod +4% acid Res.pen +15% light Melee Ret 2 light ----- def ----- Armour +1 Resists +6% acid +6% light ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +7 Wil dps ---------- Mind.crit +1% Mind.pwr +3 (+2 eff.) Dmg.mod +6% mind +9% temporal ----- def ----- Armour +3 Fatigue +5% ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Mind.save +18 (+9 eff.) Die.at -20.00 life Heal.mod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Con dps ---------- Dmg.mod +9% light ----- def ----- Armour +5 Fatigue +5% Resists +3% fire ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+8 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +12% light Crit.dmg- 5.00% Max.HP +20.00 Heal.mod +5% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +7 Defense +8 (+8 eff.) Fatigue +7% Resists +5% physical Phys.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: Stats +3 Str +1 Mag +4 Wil dps ---------- Melee Ret 4 acid 4 light ----- def ----- Armour +7 Fatigue +22% Resists +11% nature +11% blight ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +1.0% Mind.crit +1% Mind.pwr +10 (+5 eff.) Res.pen +5% acid Melee Ret 6 mind ----- def ----- Die.at -40.00 life ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% mind +15% physical Melee Ret 4 mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Dmg.mod +6% physical On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +5 (+5 eff.) Die.at -20.00 life Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% cold ----- def ----- Crit.dmg- 15.00% ---------- misc Light +2 Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 115 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 2 light ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% cold ----- def ----- Resists +9% light +3% cold ---------- misc See.Invis +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% nature Apr +3 Melee Ret 8 mind ----- def ----- Resists +3% nature Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dremzerker the Drem Berserker level 12
9th Profit 122nd year of Ascendancy at 13:48 see stats
By Dremzerker the Drem Berserker level 10
30th Voratun 122nd year of Ascendancy at 23:53 see stats
By Dremzerker the Drem Berserker level 17
45th Profit 122nd year of Ascendancy at 19:29 see stats
By Dremzerker the Drem Berserker level 9
30th Voratun 122nd year of Ascendancy at 10:41 see stats
By Dremzerker the Drem Berserker level 5
19th Voratun 122nd year of Ascendancy at 16:13 see stats
By Dremzerker the Drem Berserker level 17
44th Profit 122nd year of Ascendancy at 04:15 see stats
Log
Assassin Lord is covered in a veil of shadows!
Assassin Lord hits Dremzerker for (130 absorbed), 0 darkness, (23 absorbed), 0 darkness, (129 absorbed), 0 darkness, (23 absorbed), 0 darkness (0 total damage).
Dremzerker uses Stunning Blow.
Dremzerker performs a melee critical strike against Assassin Lord!
Dremzerker's blood frenzy intensifies!
Assassin Lord resists the stunning blow!
Dremzerker misses Assassin Lord.
Assassin Lord performs a melee critical strike against Dremzerker!
Your shield crumbles under the damage!
The shield around Dremzerker crumbles.
Assassin Lord hits Dremzerker for (65 absorbed), 113 darkness, 23 darkness, 76 darkness, 23 darkness (235 total damage).
Black Blood Bleeding from Dremzerker hits Assassin Lord for 3 darkness damage.
Dremzerker hits Assassin Lord for 62 physical, 3 physical, 1 mind (66 total damage).
Deadly Poison from Assassin Lord hits Dremzerker for 49 nature damage.
Deep Wound from Assassin Lord hits Dremzerker for 48 physical damage.
Dremzerker is recovering from the damage!
Assassin Lord performs a melee critical strike against Dremzerker!
Assassin Lord hits Dremzerker for 117 darkness, 22 darkness, 102 darkness, 22 darkness (262 total damage).
Black Blood Bleeding from Dremzerker hits Assassin Lord for 3 darkness damage.
Dremzerker uses Death Dance.
Dremzerker misses Assassin Lord.
Deadly Poison from Assassin Lord hits Dremzerker for 85 nature damage.
Deep Wound from Assassin Lord hits Dremzerker for 25 physical damage.
Assassin Lord hits Dremzerker for 125 darkness, 22 darkness, 61 darkness (208 total damage).
Black Blood Bleeding from Dremzerker hits Assassin Lord for 3 darkness damage.
Dremzerker the level 19 drem berserker was swallowed by the void to death by Assassin Lord on level 2 of Unknown tunnels.
Dremzerker no longer revels in blood quite so much.
Dremzerker's rage subsides!